All Questions
445 questions
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81
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Do I need vertex array object in this case?
In the case of having the vertex attributes (i.e. position, color, etc) hardcoded in the shaders, why do I need to explicitly create a vertex array object (VAO)? If I remove the VAO, nothing is drawn. ...
1
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0
answers
56
views
Weird artifacts on heightmap
so i have this compute shader in glsl that creates a heightmap:
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0
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0
answers
38
views
Shadow Artifacts on Plane Below a Sphere
I am having this minor issue implementing shadow mapping. The plane below the sphere has these strange artifacts. I can fix it by offsetting the position slightly but I'd rather have it work ...
1
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0
answers
95
views
Multiple Shaders With Sprite Batching
I have coded a game in OpenGL and for rendering I used a Sprite Batching technique to draw many sprites in a single call to glDrawElements(). But as soon as I ...
1
vote
1
answer
282
views
Is OpenGL Shader a CUDA kernel?
I am working on sone articles, and need a bit of clarity on following question. Is the OpenGL Shader a CUDA Kernel? When searching the web, I have seen information on differences between kernel and ...
3
votes
1
answer
214
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Is it possible to use a pre-existing texture buffer containing vertex data to initialise a vertex buffer for rendering in OpenGL v4.6?
I'm generating a heightmap in a compute shader in OpenGL v4.6 and storing it to a texture.
Lets say I actually store the full vertex data in that texture instead of just the height, which is a trivial ...
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2
answers
71
views
Custom matrix structure with OpenGL shaders
I have a MAT4 structure.
...
0
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0
answers
527
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When compiling shaders in OpenGL, I get random error messages
I am trying to follow LearnOpenGL while coding in the Zig language, and something that is very odd is that sometimes my shader compilation fails even though I changed nothing between executing the app....
1
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2
answers
378
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How do you handle shaders/graphics while remaining cross-platform?
I'm building a C++ based game engine, and I have my ECS complete as well as some basic components for stuff like graphics & audio. However, I'm currently using a custom interface on top of SFML ...
1
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0
answers
120
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UV map shift for VFX & shaders
(I would like to say right away that I personally am not a programmer and may not be so competent in what is said below.)
My friend and I are creating a small "game" engine. We have a task ...
0
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72
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How do I pick terrain in GLSL/OpenGL by picking 2D vertices positions?
Presumably the problem is with the internal formats and my understanding of that, but I've been stuck a while, got this sort of approaching working fine on a more straight forward colour picker, but ...
0
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1
answer
104
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Normal map lighting is just slightly off
I've been trying to implement normal mapping into my custom OpenGL shader. The result I'm getting is almost there, but it looks like the Point Light is not ...
0
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1
answer
1k
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How can vertex position can be converted to fragment position?
I started learning open gl and graphics programming for a while (im using open tk as im working on c#) so i finally came across lighting where you make the ambient diffusion. Im pretty sure that you ...
0
votes
1
answer
680
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Fade edges of 2D spline-mesh
I'm re-writing my Unity game in Raylib and are trying to recreate a path/road-shader I made with Shader Graph.
The first picture is how it looks in Unity, with faded/blurred edges.
The path is a 2D ...
0
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1
answer
249
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How to achieve Quake moving lava effect using OpenGL under v2.0?
On the first boss fight level you could notice how lava moves what is not a surprise for a software renderer. But according to the Quake fandom, GLQuake was released in 1997, hence OpenGL had no ...